Video game processing apparatus and video game processing program product

ABSTRACT

A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device. Object information on an object that appears in the video game indicates an action possible range, in which the object can carry out a predetermined action against the player character, and the content of the predetermined action. In a case where a movement starting operation for the player character is received, the player character is caused to move in accordance with the received movement starting operation. It is determined whether the movement of the player character is terminated within the action possible range. The predetermined action by the object corresponding to the action possible range is carried out in a case where it is determined that the movement of the player character is terminated within the action possible range.

CROSS-REFERENCE TO RELATED APPLICATION

The present application relates to subject matter contained in JapanesePatent Application No. 2012-191677, filed on Aug. 31, 2012, thedisclosure of which is expressly incorporated herein by reference in itsentirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a technique controlling progress of avideo game.

2. Description of the Related Art

Heretofore, in a case where player's attention is to be drawn to variouskinds of objects (a NPC: non-player character, a treasure box and thelike) in a video game, a configuration in which a marker is displayedfor the object may be adopted. In such video games, there are onesconfigured so as to display a marker according to a distance between anarbitrary position in a virtual space and an object that will become anacquisition target in a case where an acquisition operation is made by aplayer (for example, see Japanese Patent Application Publication No.2003-79952).

However, in a conventional video game, an input of a command by a playeris received after displaying a marker in accordance with an acquisitionoperation of an object by a player and the received command is thencarried out. Thus, the player is required to carry out at least twice ofcommand inputs (that is, acquisition of the object and input of thecommand) until the command according to the acquired object is carriedout. For that reason, there has been a problem that a complicatedimpression may be given to the player.

On the other hand, in a case where a system in which a battle is startedwhen a player character comes in contact with an object displayed on amovement screen (or a movement field) (that is, a so-called symbolencounter) is adopted, a player who intend to move the player characternear the object may mistakenly causes the player character to touch theobject, by which an unintended encounter occurs. Therefore, there hasalso been a problem that a complicated impression may be given to theplayer.

SUMMARY OF THE INVENTION

The present invention has been made in order to solve the problemdescribed above, and it is an object of the present invention to becapable of reducing an operational load required from acquisition of anobject to execution of a command.

In order to achieve the above object, the present invention is directedto a video game processing apparatus for controlling progress of a videogame while displaying a player character on a display screen of adisplay device. The video game processing apparatus according to thepresent invention includes an object information memory for storingobject information, the object information being information on anobject that appears in the video game, the object information indicatingan action possible range and the content of a predetermined action, theaction possible range being a range in which the object can carry outthe predetermined action against the player character.

The video game processing apparatus also includes a movement startingoperation receiver for receiving a movement starting operation for theplayer character.

The video game processing apparatus also includes a player charactermover for causing the player character to move in accordance with themovement starting operation received by the movement starting operationreceiver.

The video game processing apparatus also includes a terminated positiondeterminer for determining whether the movement of the player characteris terminated within the action possible range or not.

The video game processing apparatus also includes an action executor forcarrying out the predetermined action by the object corresponding to theaction possible range in a case where the terminated position determinerdetermines that the movement of the player character is terminatedwithin the action possible range.

By configuring the video game processing apparatus as described above,it is possible to reduce an operational load required from acquisitionof an object to execution of a command.

In the video game processing apparatus according to the presentinvention, it is preferable that the object information indicates adisplay start range that is a range to start displaying the actionpossible range, and that the video game processing apparatus furtherincludes: an entry determiner for determining whether a position of theplayer character enters within the display start range or not in a casewhere the movement of the player character is started by the playercharacter mover; and an action possible range display controller forcausing the display device to display the action possible rangecorresponding to the display start range in a case where the entrydeterminer determines that the position of the player character enterswithin the display start range.

In the video game processing apparatus according to the presentinvention, it is preferable that the action executor cancels executionof the predetermined action in a case where the movement startingoperation receiver receives another movement starting operation duringthe execution of the predetermined action.

In the video game processing apparatus according to the presentinvention, it is preferable that the player character mover moves theplayer character to the vicinity of the object in a case where theterminated position determiner determines that the movement of theplayer character is terminated within the action possible range.

Moreover, in another aspect of the present invention, the presentinvention is directed to a non-transitory computer-readable mediumincluding a video game processing program product for causing a computerto control progress of a video game while causing a display device todisplay a player character on a display screen of the display device. Inthis case, the computer includes an object information memory forstoring object information, the object information being information onan object that appears in the video game, the object informationindicating an action possible range and the content of a predeterminedaction, the action possible range being a range in which the object cancarry out the predetermined action against the player character.

The video game processing program product according to the presentinvention causes the computer to execute steps including receiving amovement starting operation for the player character.

The steps also include causing the player character to move inaccordance with the movement starting operation received in thereceiving a movement starting operation.

The steps also include determining whether the movement of the playercharacter is terminated within the action possible range or not.

The steps also include carrying out the predetermined action by theobject corresponding to the action possible range in a case where it isdetermined that the movement of the player character is terminatedwithin the action possible range.

According to the present invention, it is possible to reduce anoperational load required from acquisition of an object to execution ofa command.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features and advantages of the presentinvention will become more readily apparent from the following detaileddescription of a preferred embodiment of the present invention thatproceeds with reference to the appending drawings:

FIG. 1 is a block diagram showing a configuration example of a videogame processing apparatus;

FIG. 2 is an explanatory drawing showing an example of a storage stateof virtual controller information;

FIGS. 3A and 3B are explanatory drawings showing an example of a virtualcontroller;

FIGS. 4A and 4B are explanatory drawings showing an example of anoperation of the virtual controller;

FIG. 5 is an explanatory drawing showing an example of a storage stateof object information;

FIG. 6 is a flowchart showing an example of movement processing;

FIG. 7 is an explanatory drawing showing an example of a movementscreen;

FIG. 8 is an explanatory drawing for explaining a viewpoint operationarea;

FIG. 9 is an explanatory drawing showing an example of a game screen;

FIG. 10 is a flowchart showing an example of object action processing;

FIG. 11 is an explanatory drawing for explaining an action possiblerange image; and

FIG. 12 is an explanatory drawing showing an example of the game screen.

DETAILED DESCRIPTION OF THE INVENTION

Hereinafter, an example of one embodiment of the present invention willbe described with reference to the appending drawings.

FIG. 1 is a block diagram showing a configuration example of a videogame processing apparatus 100 according to one embodiment of the presentinvention. As shown in FIG. 1, the video game processing apparatus 100includes: a game program reading section 10; a control section 11; astorage section 12; a display section 13; an audio output section 14; aplayer operation receiving section 15; and a communication section 16.

The game program reading section 10 has a function to read out anecessary video game program from a storage medium. Various kinds ofvideo game programs are stored in the storage medium. In this regard, inthe present embodiment, the game program reading section 10 has amounting section into which a game cartridge 20, in which the video gameprogram is stored, is detachably mounted. A player (that is, an operator(or a user) of the video game processing apparatus 100) reads out avideo game program from a storage medium of the game cartridge 20 thatis mounted into the mounting section, and stores the read-out video gameprogram in the storage section 12. In this regard, the video gamecarried out in accordance with the video game program used in thepresent embodiment may be anyone such as an RPG, a simulation game, apuzzle game and a battle game so long as the video game is a video gamein which a virtual controller operated by the player is displayed.

The control section 11 has a function to execute a game program read outby the game program reading section 10 and stored in the storage section12, and a function to carry out various kinds of controls to cause thevideo game to proceed in response to an operation of the player.

The storage section 12 is a storage medium for storing video gameprograms necessary when the video game is caused to proceed and variouskinds of data. The storage section 12 is configured by a nonvolatilememory such as a RAM, for example. In the storage section 12, variouskinds of information registered and updated in accordance with progressof the video game, and various kinds of information used in the videogame, which are read out from the storage medium embedded into the gamecartridge 20, are stored.

In this regard, the video game processing apparatus 100 may beconfigured so that the video game program is downloaded from a videogame program providing server (not shown in the drawings) via acommunication network such as the Internet or the like and is stored inthe storage section 12.

In the present embodiment, the storage section 12 includes a virtualcontroller managing table 12 a and an object information storage section12 b.

The virtual controller managing table 12 a is a storage medium forstoring virtual controller information that is information on thevirtual controller (or a so-called control pad). In the presentembodiment, the control section 11 refers to the virtual controllerinformation, and causes the display section 13 to display an imageindicating the virtual controller on a display screen thereof. Further,the control section 11 updates the virtual controller information inaccordance with progress of the video game, and thereby updates aposition and/or a shape of the virtual controller to be displayed on thedisplay screen.

FIG. 2 is an explanatory drawing showing an example of a storage stateof the virtual controller information stored in the virtual controllermanaging table 12 a. As shown in FIG. 2, the virtual controllerinformation contains information that indicates a display position, aposition of a slide operating portion and a shape change position of atap operating portion.

Here, the virtual controller according to the present embodiment will bedescribed.

FIG. 3 is an explanatory drawing showing an example of the virtualcontroller according to the present embodiment. As shown in FIG. 3A, avirtual controller IC is formed in a circular shape. As shown in FIG.3B, the virtual controller IC is constructed by a slide operatingportion SO and a tap operating portion TO. The slide operating portionSO receives a slide operation (or a drag operation) by the player whenthe slide operating portion SO is displayed on the display screen. Thetap operating portion TO receives a tap operation (or a press operation)by the player. In this regard, the video game processing apparatus 100may be configured so that image information for displaying the virtualcontroller IC on the display screen and the like are stored in thevirtual controller managing table 12 a as part of the virtual controllerinformation. Alternatively, the video game processing apparatus 100 maybe configured so that the image information and the like are stored inother storage area of the storage section 12.

FIG. 4 is an explanatory drawing showing an example of an operation ofthe virtual controller according to the present embodiment. As shown inFIG. 4, the virtual controller IC according to the present embodimentindicates two types of actions. Namely, the virtual controller IC isconfigured so as to receive operational inputs broadly classified intotwo types (or categories).

First, as shown in FIG. 4A, a motion is illustrated in which the slideoperating portion SO is slid from an initial position O toward any onedirection of eight directions (that is, upper, upper right, right, lowerright, lower, lower left, left and upper left) in accordance with aslide operation by the player (that is, an operation to move a touchedposition from a state in which a finger or the like of the player is incontact with a display position of the slide operating portion SO whilekeeping the touched state). In this regard, at this time, a shape of thetap operating portion TO is changed (for example, its color is changed)so that a portion corresponding to the motion of the slide operatingportion SO (in FIG. 4A, an upper tap operating portion TO1 correspondingto slide toward the upper direction) can be distinguished from the otherportions.

Second, as shown in FIG. 4B, a motion is illustrated in which a shape ofthe tap operating portion TO is changed in accordance with a tapoperation by the player (that is, an operation to touch a displayposition of the tap operating portion TO by means of a finger or thelike) so that a tapped portion (in FIG. 4B, the upper tap operatingportion TO1) can be distinguished from the other portions. In thisregard, the slide operating portion SO is not changed particularly atthis time.

In this regard, the shape and the configuration of the virtualcontroller 101 are not limited to these examples. They may be configuredso as to include an input of a direction by the slide operation and aportion for informing of the player the direction of the inputted slideoperation (in the present embodiment, the tap operating portion TO).

In order to manage the virtual controller IC as explained using FIG. 3and FIG. 4, information indicating the display position, the position ofthe slide operating portion and the shape change position of the tapoperating portion are contained in the virtual controller managing table12 a, as described above.

Here, the display position means a position at which the virtualcontroller IC is displayed on the display screen. As shown in FIG. 2,two types (left side and right side) are set up in advance as thedisplay position according to the present embodiment, and one whose flagbecomes “1” is adopted. The display position will be described againwhen to explain a movement screen (see FIG. 7).

Further, the “position of the slide operating portion” means a positionof the slide operating portion SO movably displayed, as explained withreference to FIG. 4. For example, in a case where the slide operatingportion SO is positioned at the initial position (center) as shown inFIG. 4B, “1” is set up to only a flag corresponding to the “center” and“0” is set up to each of the other flags in the virtual controllermanaging table 12 a as shown in FIG. 2. Further, in a case where theslide operating portion SO slides in an upper direction as shown in FIG.4A (that is, in a case where the slide operating portion SO ispositioned at the upper side), “1” is set up to only the flagcorresponding to the “upper” in the virtual controller managing table 12a.

Further, the shape change position of the tap operating portion means aposition of a portion whose shape is changed so that the portion can bedistinguished from the other portions of the plurality of portions thatconstitute the tap operating portion TO, as explained with reference toFIG. 4. For example, in a case where the shape of the upper tapoperating portion TO1 is changed as shown in FIG. 4B, “1” is set up toonly the flag corresponding to the “upper” in the virtual controllermanaging table 12 a. In this regard, “1” is set up to only a flagcorresponding to the “center” with respect to the position of the slideoperating portion at this time.

The object information storage section 12 b is a storage medium forstoring object information that is information on objects that appear inthe video game.

FIG. 5 is an explanatory drawing showing an example of a storage stateof the object information stored in the object information storagesection 12 b. As shown in FIG. 5, the object information containsinformation including: an object ID for uniquely specifying an object; atype; an action possible range; an action content; and a display startrange (or a display start condition).

Here, the “type” means a type set up in advance to an object. Forexample, the type includes a “non-player character (NPC)” a “treasurebox”, and the like.

Further, the “action possible range” means a range in which an objectthat appears in the video game can carry out a predetermined actionagainst the player character. As a configuration of the action possiblerange, various kinds of configurations such as “within a circle with aradius R1 in which the object is centered” are thought, for example.Hereinafter, an explanation will be made appropriately using a range inwhich a non-player character may carry out a conversation with theplayer character (a conversation possible range) as an example. In thisregard, the wording “may carry out a conversation” is used because theobject may not carry out an action in a case where the player does notinput a command even within the action possible range, for example.

Further, the “action content” means the content of an action carried outby an object that appears in the video game, such as a “conversation”and the like. In this regard, a concrete method of making a conversationis not limited in particularly. As the conversation method, a method ofdisplaying a predetermined text on the display screen sequentially maybe adopted, or a method of outputting a voice (or audio) may be adopted.In this regard, the action content is also not limited in particularly.The action content may be a battle against the player character.Further, in a case where the type of the object is a “treasure box”,“application of a predetermined item to the player character” may be setup as the action content.

Further, the “display start range” means a range to start to display animage indicating the action possible range on the display screen whenthe player character approaches the object. Various kinds ofconfigurations, such as “a circle with a radius r1 using the object asthe center thereof”, for example, are thought as the display startrange.

In this regard, a shape of each of the action possible range and thedisplay start range indicated by the object information is not limitedto the circular shape. Various kinds of shapes are thought as the shapethereof. Further, the video game processing apparatus 100 may beconfigured so that plural pieces of action content are associated withone object. Namely, the video game processing apparatus 100 may beconfigured so that the action content carried out when the playercharacter is positioned in front of the object is different from theaction content carried out when the player character is positioned atthe back of the object, for example.

The display section 13 is a display device for displaying the gamescreen in response to operations by the player in accordance withcontrol by the control section 11. The display section 13 is constructedby a liquid crystal display, for example.

The audio outputting section 14 outputs audio in response to operationsby the player and progress of the video game in accordance with controlby the control section 11.

The player operation receiving section 15 receives operational signalsin response to operations by the player, and notifies the controlsection 11 of that result. In the present embodiment, the playeroperation receiving section 15 is configured so as to receive anoperation of the player via a touch panel provided in the displaysection 13. In this regard, the video game processing apparatus 100 maybe configured so that the player operation receiving section 15 receivesan operation of the player via a controller such as a mouse and a gamepad.

The communication section 16 causes the video game processing apparatus100 to connect to a communication network such as the Internet bywireless or wired connections, and to transmit and receive various kindsof information.

Next, an operation of the video game processing apparatus 100 accordingto the present embodiment will be described.

FIG. 6 is a flowchart showing an example of movement processing carriedout by the video game processing apparatus 100. In the movementprocessing, processing to cause the player character to move in avirtual space in accordance with an operational input by the player iscarried out. In this regard, the content of processing with norelationship to the present invention may be omitted.

The movement processing is started when a movement condition of theplayer character is met in accordance with progress of the video game,such as after a battle or conversation is terminated and the like, forexample.

In the movement processing, the control section 11 first causes thedisplay section 13 to display a movement screen according to progress ofthe video game on the display screen (Step S101). In the presentembodiment, the control section 11 causes the display section 13 todisplay a movement screen showing a virtual three dimensional space, inwhich the player character can move.

FIG. 7 is an explanatory drawing showing an example of the movementscreen. As shown in FIG. 7, a field display area 701 indicating avirtual space (field) in which the player character exists and aviewpoint operation area 702 are provided in the movement screen.

A virtual controller IC for receiving a movement operation of a playercharacter PC, various kinds of virtual buttons 711 to 714, and a virtualcompass CI indicating a direction to which the player character faces,are displayed in the field display area 701. A player who is a user ofthe video game processing apparatus 100 operates the player character PCusing the virtual controller IC displayed in the field display area 701.

Here, each of the virtual buttons displayed on the display screen willbe described. In the present embodiment, as shown in FIG. 7, an autobutton 711, a position switching button 712, a map button 713 and a menubutton 714 are displayed as the virtual buttons distinguishably fromeach other. However, in the present embodiment, the control section 11causes display section 13 to display the position switching button 712,the map button 713 and the menu button 714 on the display screen whenthe player character PC is in a stopped state (that is, a state in whichthe player character PC does not move).

The control section 11 carries out processing set up in advance to eachof the virtual buttons in a case where a display area of thecorresponding virtual button is selected by the player. Morespecifically, when it is determined that a selection of any of thevirtual buttons is received, the control section 11 carries out thefollowing processes corresponding to the selected virtual button. Inthis regard, information on each of the virtual buttons is stored in apredetermined storage area of the storage section 12 (a virtual buttoninformation storage section, which is not shown in the drawings).Further, the type of the virtual button is not limited to this type.Information on various kinds of virtual buttons (for example,information indicating an icon of a virtual button, a display period, adisplay position and the processing content carried out when to beselected) may be stored in the virtual button information storagesection.

When a selection of the auto button 711 is received, the control section11 starts processing to cause the player character PC to walk toward thedirection to which the player character PC is directed. The controlsection 11 causes the player character PC to walk until a selection ofthe auto button 711 is received again or other walking stop condition ismet (for example, until an event occurs) (so-called, automaticmovement). At this time, the control section 11 receives a control ofthe direction that the player character PC is moving by means of thewhole display screen by setting up a function assigned to the viewpointoperation area 702 onto the whole display screen (that is, the wholetouch panel). Namely, the player is allowed to control the movingdirection of the player character PC at the automatic movement bysliding the whole display screen and rotating a virtual camera. Further,although it is not shown in the drawings, in the present embodiment, thecontrol section 11 allows visibility of the display screen to beimproved by causing the display section 13 not to display the virtualcontroller IC and the other virtual buttons than the auto button 711 atthe automatic movement. In this regard, the viewpoint operation area 702will be described later in detail.

When the selection of the position switching button 712 is received, thecontrol section 11 switches a display position of the virtual controllerIC and a display position of the various kinds of virtual buttons 711 to714 into the opposite positions in a right-and-left direction. In thisregard, the control section 11 updates the setting of the flagsregarding the display positions in the virtual controller managing table12 a in accordance with the switching of the positions.

When the selection of the map button 713 is received, the controlsection 11 causes the display section 13 to display a map showing aplace at which the player character PC is positioned. Namely, in a casewhere the control section 11 receives the selection of the map button713, the control section 11 shifts a screen displayed on the displayscreen from the movement screen to a map screen.

When the selection of the menu button 714 is received, the controlsection 11 causes the display section 13 to display a menu screenshowing predetermined content regarding the video game.

Next, the viewpoint operation area 702 will be described.

FIG. 8 is an explanatory drawing for explaining the viewpoint operationarea 702. When such a “slide operation against the viewpoint operationarea 702” to move the touch position from a position 801 to a position802, as shown in FIG. 8, is received, for example, the control section11 moves a position (or a viewpoint) of the virtual camera in accordancewith the content of the received slide operation (for example, a slidedirection, a slide amount, a slide speed and the like). In the presentembodiment, the control section 11 rotates, in response to the receivedslide operation, the position of the virtual camera in theright-and-left direction along a predetermined track using the positionof the player character PC at the center. In this regard, the video gameprocessing apparatus 100 may be configured so that the control section11 rotates the position of the virtual camera in an up-and-downdirection in response to a slide operation in a vertical direction. Whenthe position of the virtual camera is moved, the control section 11causes the display section 13 to display the movement screen accordingto the movement on the display screen. Further, when a selection of aviewpoint controller VC (that is, a tap operation on a display area ofthe viewpoint controller VC) is received, the control section 11 movesthe virtual camera to a default angle.

When the movement screen is displayed, the control section 11 determineswhether a touch operation for the virtual controller IC (the slideoperation or tap operation as explained using FIG. 3 and FIG. 4) isreceived (Step S102). Here, in a case where it is determined that thetouch operation for the virtual controller IC is not received, forexample, because a slide operation to the viewpoint operation area 702is received (“No” at Step S102), the control section 11 carries outother process (for example, change of a viewpoint) (Step S103), andcauses the processing flow to proceed to a process at Step S110 (will bedescribed later).

On the other hand, in a case where it is determined that the touchoperation for the virtual controller IC is received (“Yes” at StepS102), the control section 11 updates the shape of the virtualcontroller IC on the basis of the virtual controller information inresponse to the received touch operation (Step S104). Namely, asexplained using FIG. 4, the control section 11 updates the image so thatthe direction according to the slide operation or tap operation by theplayer can be recognized and apart of the virtual controller IC (morespecifically, a part of the tap operating portion) is highlightedcompared with the other portions thereof. In this regard, at this time,the control section 11 updates the flag regarding each of the positionof the slide operating portion and the shape change position of the tapoperating portion in the virtual controller information (see FIG. 2).

When the shape of the virtual controller IC is updated, the controlsection 11 starts movement of the player character PC toward thedirection according to the touch operation (Step S105).

FIG. 9 is an explanatory drawing showing an example of a game screenwhen the player character PC moves. As shown in FIG. 9, the playercharacter PC moves in a direction according to the position of the slideoperating portion SO that constitutes the virtual controller IC. At thistime, a portion of the tap operating portion TO, which also constitutesthe virtual controller IC, corresponding to the position of the slideoperating portion SO (in FIG. 9, the upper tap operating portion TO1positioned at the upper direction of paper) is highlighteddistinguishably from the other portions (in the present embodiment, theportions respectively positioned in the seven directions other than theupper direction of paper).

Under a movement control of the player character PC, the control section11 determines whether the position of the player character PC is withinthe display start range set up to the object on a field (movement field)or not (or whether a display start condition is met or not) (Step S106).Here, in a case where it is determined that the position of the playercharacter PC is within the display start range set up to the object onthe field (“Yes” at Step S106), the control section 11 carries outprocessing to carryout an action set up to the object (object actionprocessing) (Step S200), and causes the processing flow to proceed tothe process at Step S110 (will be described later). In this regard, theobject action processing will be described later in detail (see FIG.10).

On the other hand, in a case where it is determined at Step S106 in themovement processing (see FIG. 6) that the position of the playercharacter PC is not within the display start range (“No” at Step S106),the control section 11 determines whether the touch position is changedor not (Step S107). Here, in a case where it is determined that thetouch position is changed (“Yes” at Step S107), the control section 11causes the processing flow to proceed to the process at Step S104.

On the other hand, in a case where it is determined that the touchposition is not changed (“No” at Step S107), the control section 11determines whether the touch operation for the virtual controller IC isterminated or not (Step S108). Here, in a case where it is determinedthat the touch operation for the virtual controller IC is not terminated(“No” at Step S108), the control section 11 continues to control themovement of the player character, and causes the processing flow toproceed to the process at Step S106.

On the other hand, in a case where it is determined that the touchoperation for the virtual controller IC is terminated, for example,because a finger of the player moves away from the touch panel (“Yes” atStep S108), the control section 11 stops the movement of the playercharacter PC (Step S109), and determines whether the display of themovement screen is to be terminated or not (Step S110). Here, in a casewhere it is determined that the display of the movement screen is not tobe terminated (“No” at Step S110), the control section 11 continues todisplay the movement screen, and causes the processing flow to proceedto the process at Step S104. At this time, in the process at Step S104,the control section 11 updates the shape of the virtual controller IC sothat the slide operating portion SO is positioned at the initialposition and so as not to include a portion at which the tap operatingportion TO is highlighted.

On the other hand, in a case where it is determined that the display ofthe movement screen is to be terminated, for example, by meeting a shiftcondition to other screen (“Yes” at Step S110), the control section 11terminates the processing herein.

FIG. 10 is a flowchart showing an example of object action processingcarried out by the video game processing apparatus 100. In the objectaction processing, processing to cause the object displayed on thedisplay screen to carry out a predetermined action. In this regard, thecontent of processing with no particular relationship to the presentinvention may be omitted. Further, in the present embodiment, themovement of the player character PC is continued except for the casementioned particularly.

In the object action processing, the control section 11 first causes thedisplay section 13 to display an action possible range imagecorresponding to an object, in which the player character PC is includedwithin the display start range, on the display screen thereof (StepS201).

FIG. 11 is an explanatory drawing for explaining an action possiblerange image. In FIG. 11, the case where an action possible range image1102 of a non-player character NPC that is an object arranged in thefield is displayed when the player character PC moves into a displaystart range of the non-player character NPC is illustrated. Further, inthe present embodiment, the control section 11 causes the displaysection 13 to display a speech balloon icon 1101 corresponding to theobject in the vicinity of the object in addition to the action possiblerange image 1102. The control section 11 carries out stop of themovement of the player character PC (see a process at Step S202, whichwill be described later). In addition, in a case where the speechballoon icon 1101 is selected by the player, the control section 11carries out an action corresponding to the object.

When the action possible range image is displayed, the control section11 determines whether the position of the player character PC is withinthe displayed action possible range indicated by the action possiblerange image or not (Step S202). Here, in a case where it is determinedthat the position of the player character PC is not within the actionpossible range (“No” at Step S202), the control section 11 determineswhether the position of the player character PC is positioned outsidethe display start range set up to the non-player character NPC or not(Step S203).

In a case where it is determined that the position of the playercharacter PC is not positioned outside the display start range set up tothe non-player character NPC (“No” at Step S203), the control section 11causes the processing flow to proceed to the process at Step S202. Onthe other hand, in a case where it is determined that the position ofthe player character PC is positioned outside the display start rangeset up to the non-player character NPC (“Yes” at Step S203), the controlsection 11 erases the action possible range image 1102 (Step S204), andcauses the processing flow to proceed to the process at Step S106 in themovement processing.

On the other hand, in a case where it is determined in the process atStep S202 that the position of the player character PC is positionedwithin the action possible range (“Yes” at Step S202), the controlsection 11 determines whether the touch operation for the virtualcontroller IC is terminated or not (Step S205). Here, in a case where itis determined that the touch operation for the virtual controller IC isnot terminated (“No” at Step S205), the control section 11 causes theprocessing flow to proceed to the process at Step S202.

On the other hand, in a case where it is determined that the touchoperation for the virtual controller IC is terminated, for example,because the finger of the player moves away from the touch panel (“Yes”at Step S205), the control section 11 stops movement of the playercharacter PC (Step S206).

When the movement of the player character PC is stopped, the controlsection 11 carries out processing to carry out an action set up to thenon-player character NPC (action related processing) (Step S207). Morespecifically, the control section 11 refers to the object informationcorresponding to the non-player character NPC (see FIG. 5), and carriesout processing according to the action content contained in the objectinformation.

FIG. 12 is an explanatory drawing showing an example of the game screenwhen “conversation” is carried out as an action. As shown in FIG. 12,the player character PC that stops moving, and a conversation window1103 indicating character strings set up for a non-player character NPC;are displayed on the game screen. In this regard, at this time, thevirtual controller IC is displayed in a state where the virtualcontroller IC has no highlighted portion and the slide operating portionSO is positioned at the initial position (center).

Further, in the present embodiment, in a case where the player characterPC stops moving within the action possible range of the non-playercharacter NPC (that is, within an area indicated by the action possiblerange image 1102) as shown in FIG. 11, an action set up to thenon-player character NPC is to be carried out. However, at this time,the control section 11 carries out processing to move the playercharacter PC toward a predefined position and direction as shown in FIG.12. In this case, the video game processing apparatus 100 may beconfigured so that the position and the direction of the playercharacter PC according to the action, the position of the virtualcamera, and the like are contained in the object information, forexample.

When the action related processing is started, the control section 11determines whether a touch operation for the virtual controller IC isreceived or not (Step S208). Here, in a case where it is determined thatthe touch operation is received (“Yes” at Step S208), the controlsection 11 cancels the action related processing in execution (StepS209), and causes the processing flow to proceed to the process at StepS104 in the movement processing (see FIG. 6).

On the other hand, in a case where it is determined that the touchoperation is not received (“No” at Step S208), the control section 11determines whether the execution of the action is completed or not (StepS210). Here, in a case where it is determined that the execution of theaction is not completed (“No” at Step S210), the control section 11continues the action related processing, and causes the processing flowto proceed to the process at Step S208.

On the other hand, in a case where it is determined that the executionof the action is completed, for example, because all of characterstrings each of which indicates the conversation content are displayed(“Yes” at Step S210), the control section 11 terminates the processingherein, and causes the processing flow to proceed to the process at StepS110 in the movement processing.

As explained above, in the embodiment described above, the video gameprocessing apparatus 100 for controlling progress of the video gamewhile displaying the player character PC on the display screen of thedisplay device is configured so as to: include the object informationstorage section 12 b for storing the object information, the objectinformation being information on the object (for example, the non-playercharacter NPC) that appears in the video game, the object informationindicating the action possible range and the content of thepredetermined action, the action possible range being a range in whichthe object can carry out the predetermined action against the playercharacter; receive the movement starting operation (for example, thetouch operation to the virtual controller IC) for the player characterPC (for example, Step S102); cause the player character PC to move inaccordance with the received movement starting operation (for example,Step S105); determine whether the movement of the player character PC isterminated within the action possible range or not (for example, StepsS202 and S205); and carry out the predetermined action (for example, theconversation) by the object corresponding to the action possible rangein a case where it is determined that the movement of the playercharacter is terminated within the action possible range (for example,“Yes” at Step S205). Therefore, it becomes possible to reduce anoperational load required from acquisition of the object to execution ofthe command.

Namely, it becomes possible to realize a game system that caneffectively access an arbitrary object (in particular, start orcancellation of the conversation with other character) by means of atouch operation as a movement operation of the player character PC. Thisis useful to use a portable game machine (in particular, a smartphone),for example, in view of the fact that a size of a game screen andfingers of a user by which a touch panel is operated are frequentlylimited (for example, when a smartphone is operated by only one hand,the smartphone is operated by only a thumb of the one hand).

Further, in the embodiment described above, the video game processingapparatus 100 is configured so that the object information indicates thedisplay start range that is a range to start displaying the actionpossible range, and the video game processing apparatus 100 isconfigured so as to: determine whether the position of the playercharacter PC enters within the display start range or not (for example,Step S106) in a case where the movement of the player character PC isstarted (for example, Step S105); and control the display section 13 todisplay the action possible range corresponding to the display startrange (for example, Step S201) in a case where it is determined that theposition of the player character PC enters within the display startrange (for example, “Yes” at Step S106). Therefore, since it is possibleto avoid an unnecessary image from being displayed, it is possible toreduce a processing load on the video game processing apparatus 100.

Further, in the embodiment described above, the video game processingapparatus 100 may be configured so as to cancel execution of thepredetermined action (for example, Step S209) in a case where themovement starting operation is received during the execution of thepredetermined action (for example, during execution of a conversationbetween a non-player character NPC and the player character PC) (forexample, “Yes” at Step S208). Therefore, it is possible to realize avideo game with great operability in which cancellation of aconversation and start of movement can be made by means of oneoperation.

Further, in the embodiment described above, the video game processingapparatus 100 is configured so as to move the player character PC to thevicinity of the object (for example, Step S207) in a case where it isdetermined that the movement of the player character PC is terminatedwithin the action possible range (for example, “Yes” at Step S205).Therefore, it is possible to improve reality of interaction (orexchange) between the player character PC and other objects on the field(for example, the conversation) without requiring a small or detailedoperation of the player.

In this regard, in the embodiment described above, the case where thevideo game processing apparatus 100 causes the display section 13 todisplay an icon (for example, the speech balloon icon 1101) forreceiving a request to start an action of the object in accordance withthe position of the player character PC has been explained. However, thevideo game processing apparatus 100 may be configured so as to cause thedisplay section 13 to display a navigation window in which characterstring for explaining the object is shown. In this case, for example,the object information may be configured so as to contain information ona navigation window.

In this regard, although it has not been mentioned particularly in theembodiment described above, the video game processing apparatus 100 maybe configured so as to: select one object in accordance withpredetermined selection criteria (for example, select an objectpositioned at the nearest place from the player character PC) in a casewhere the player character PC enters an action possible range of each ofa plurality of objects; and cause the display section 13 to display onlythe action possible range image of the selected object. In this case, itis preferable that the video game processing apparatus 100 is configuredto carry out an action of the object for which an action possible rangeimage is displayed on the display screen in priority to an action of anyof the other objects when the player character PC stops moving at aposition where a plurality of action possible ranges are overlapped. Inthis regard, the video game processing apparatus 100 may be configuredso as to: when the player character PC moves within action possibleranges of a plurality of objects, display a speech balloon iconcorresponding to each of the objects in the vicinity of thecorresponding object; and display an action possible range image of theobject positioned the closest to the position of the player character PC(or display the action possible range image of the object positioned theclosest to the position of the player character PC and an actionpossible range image of each of the other objects whose action possiblerange is not overlapped with the action possible range of the closestobject). Further, the video game processing apparatus 100 may beconfigured so as to select one object in accordance with other selectioncriteria (for example, a type and/or a level of each object) in a casewhere a plurality of objects are positioned at substantially the samedistance from the player character PC. In this case, the video gameprocessing apparatus 100 may be configured so as to cause the displaysection 13 to display (or distinguishably display) the action possiblerange image of each of the plurality of objects from the other actionpossible range images.

In this regard, although it has not been mentioned particularly in theembodiment described above, the video game processing apparatus 100 maybe configured so that an action of the player character PC is variedbetween an operational input to the slide operating portion SO and anoperational input to the tap operating portion TO. Namely, for example,the video game processing apparatus 100 may be configured so as to causethe player character PC to run toward an upper direction in a case wherean operational input indicating an upper direction of the display screenusing the slide operating portion SO is received. The video gameprocessing apparatus 100 may also be configured so as to cause theplayer character PC to walk toward an upper direction in a case where anoperational input indicating an upper direction of the display screenusing the tap operating portion TO is received. By causing the videogame processing apparatus 100 to have such a configuration, it ispossible to provide the virtual controller IC by which the player cancarry out an operation according to the player's intention more easily.

In this regard, in the embodiment described above, the video gameprocessing apparatus 100 is configured so as to carry out various kindsof processings such as game processing described above on the basis ofthe video game program read out from the game cartridge 20. However, thevideo game processing apparatus 100 may be configured so as to acquirethe video game program via the communication network such as theInternet. Further, the video game processing apparatus 100 may beconfigured so as to function as a video game server to provide the videogame program to a video game terminal via the communication network.

Further, in the embodiment described above, the video game processingapparatus 100 carries out the various kinds of processes described abovein accordance with various kinds of control programs (for example, thevideo game processing program product) stored in a storage device (thestorage section 12) with which the video game processing apparatus 100itself is provided.

INDUSTRIAL APPLICABILITY

The present invention is useful to reduce an operational load requiredfrom acquisition of an object to execution of a command.

What is claimed is:
 1. A video game processing apparatus for controllingprogress of a video game while displaying a player character on adisplay screen of a display device, the video game processing apparatuscomprising: an object information memory for storing object information,the object information being information on an object that appears inthe video game, the object information indicating an action possiblerange, the content of a predetermined action, and a display startcondition, the action possible range being a range in which the objectcan carry out the predetermined action; a display, in a case where theposition of the player character satisfies the display start condition,for displaying the action possible range corresponding to the displaystart condition; and an action executor for carrying out thepredetermined action by the object corresponding to the action possiblerange in a case where the position of the player character is within theaction possible range displayed by the display.
 2. The video gameprocessing apparatus according to claim 1, wherein the display displaysa predetermined image based on the position of the object correspondingto the display start condition in the case where the position of theplayer character satisfies the display start condition, and wherein theaction executor causes the object to execute the predetermined action inthe case where the player selects the predetermined image displayed bythe display.
 3. The video game processing apparatus according to claim1, wherein the video game processing apparatus further comprises: acontroller, in the case where the position of the player character iswithin the action possible range displayed by the display, forcontrolling the position of the player character based on the positionof the object corresponding to the action possible range.
 4. The videogame processing apparatus according to claim 1, wherein the display, ina case where the position of the player character satisfies the displaystart condition corresponding to a plurality of objects, displays theaction possible range corresponding to the predetermined number of theplurality of objects according to a predetermined selection criterion.5. A non-transitory computer-readable medium including a video gameprocessing program product for causing a computer to control progress ofa video game while causing a display device to display a playercharacter on a display screen of the display device, the computercomprising an object information memory for storing object information,the object information being information on an object that appears inthe video game, the object information indicating an action possiblerange, the content of a predetermined action, and a display startcondition, the action possible range being a range in which the objectcan carry out the predetermined action, wherein the video gameprocessing program product causes the computer to execute: displaying,on the display screen and in a case where the position of the playercharacter satisfies the display start condition, the action possiblerange corresponding to the display start condition; and carrying out thepredetermined action by the object corresponding to the action possiblerange in a case where the position of the player character is within theaction possible range displayed on the display screen of the displaydevice.
 6. A method for controlling progress of a video game whiledisplaying a player character on a display screen of a display device,the method comprising: storing object information in a memory, theobject information being information on an object that appears in thevideo game, the object information indicating an action possible range,the content of a predetermined action, and a display start condition,the action possible range being a range in which the object can carryout the predetermined action; displaying, on the display screen and in acase where the position of the player character satisfies the displaystart condition, the action possible range corresponding to the displaystart condition; and carrying out the predetermined action by the objectcorresponding to the action possible range in a case where the positionof the player character is within the action possible range displayed onthe display screen of the display device.